Input apparatus and method

ABSTRACT

An entertainment system includes a two-handed controller comprising corresponding controls in each of opposing halves of the controller, a first of the corresponding controls in each half providing input in at least two dimensions and a second of the corresponding controls in each half providing input in at least one dimension; and an entertainment device comprising a receiver adapted to receive control input signals from the two-handed controller, and adapted to operate in a first mode where the received control input signals from the controller are interpreted according to an asymmetric control assignment, and to operate in a second mode where control input signals from the first and second controls for a respective half of the controller are used to control the position of a respective virtual limb in three dimensions within a virtual environment provided by the entertainment device.

BACKGROUND

The present invention relates to an input apparatus and method.

Modern videogames are frequently designed to be immersive experiences,particularly with the advent of affordable virtual reality (VR) headsetsfor use with PCs and consoles. One aspect of in-game immersion that VRhighlights (although it is not limited to VR) is that, once the user isable to suspend disbelief and envisage themselves within the gameenvironment, they often wish to interact with the environment in asimilarly immersive and hence natural manner

Consequently, many VR systems offer two separate controllers, one foreach hand. In this way, a user can easily point a hand or otherwise movetheir hands to create gestures and poses that may be relevant to gameplay, such as notionally holding a bow and pulling back an arrow, eatingan virtual object that gives in-game health by bringing it to theirmouth, or simply placing an object held in a hand of their in-gameavatar on a surface within the videogame environment.

However, not all players of video games have these separate controllersavailable. This makes it difficult to develop games (or game engines)for VR that have in-game mechanics reliant on the use of separatehand-held controllers, that can also be released on conventionalplatforms with their (currently) larger markets.

SUMMARY

The present invention seeks to alleviate or mitigate this problem. In afirst aspect, an entertainment system is disclosed. In another aspect,an input method is disclosed. Further respective aspects and features ofthe invention are defined in the appended claims.

BRIEF DESCRIPTION OF THE DRAWING

Embodiments of the present invention will now be described by way ofexample with reference to the accompanying drawings, in which:

FIG. 1 is a schematic diagram of an entertainment system in accordancewith embodiments of the present invention.

FIGS. 2A and 2B a plan and side view schematic diagrams of a two-handedcontroller in accordance with embodiments of the present invention.

FIG. 3 is a flow diagram of an input method in accordance withembodiments of the present invention.

DETAILED DESCRIPTION

An input apparatus and method are disclosed. In the followingdescription, a number of specific details are presented in order toprovide a thorough understanding of the embodiments of the presentinvention. It will be apparent, however, to a person skilled in the artthat these specific details need not be employed to practice the presentinvention. Conversely, specific details known to the person skilled inthe art are omitted for the purposes of clarity where appropriate.

An example entertainment system 1 in accordance with an embodiment ofthe present invention is shown in FIG. 1, and comprises an entertainmentdevice 10 such as the Sony® PlayStation 4, and at least a firstconventional two-handed controller such as the Sony® DualShock 4®controller 43.

This entertainment system 1 may exist within a broader ecosystemcomprising one or more other peripherals operably coupled with orcomplementing the entertainment device, as detailed below.

FIG. 1 schematically illustrates the overall system architecture of aSony® PlayStation 4® entertainment device. A system unit 10 is provided,with various peripheral devices connectable to the system unit.

The system unit 10 comprises an accelerated processing unit (APU) 20being a single chip that in turn comprises a central processing unit(CPU) 20A and a graphics processing unit (GPU) 20B. The APU 20 hasaccess to a random access memory (RAM) unit 22.

The APU 20 communicates with a bus 40, optionally via an I/O bridge 24,which may be a discreet component or part of the APU 20.

Connected to the bus 40 are data storage components such as a hard diskdrive 37, and a Blu-ray® drive 36 operable to access data on compatibleoptical discs 36A. Additionally the RAM unit 22 may communicate with thebus 40.

Optionally also connected to the bus 40 is an auxiliary processor 38.The auxiliary processor 38 may be provided to run or support theoperating system.

The system unit 10 communicates with peripheral devices as appropriatevia an audio/visual input port 31, an Ethernet® port 32, a Bluetooth®wireless link 33, a Wi-Fi® wireless link 34, or one or more universalserial bus (USB) ports 35. Audio and video may be output via an AVoutput 39, such as an HDMI port.

The peripheral devices may include a monoscopic or stereoscopic videocamera 41 such as the

PlayStation Eye®; wand-style videogame controllers 42 such as thePlayStation Move® and conventional two-handed handheld videogamecontrollers 43 such as the DualShock 4®; portable entertainment devices44 such as the PlayStation Portable® and PlayStation Vita®; a keyboard45 and/or a mouse 46; a media controller 47, for example in the form ofa remote control; and a headset 48. Other peripheral devices maysimilarly be considered such as a printer, or a 3D printer (not shown).

As noted above, the system unit 10 and at least one conventionaltwo-handed handheld videogame controller 43 together comprise anentertainment system 1 in accordance with an embodiment of the presentinvention.

The GPU 20B, optionally in conjunction with the CPU 20A, generates videoimages and audio for output via the AV output 39. Optionally the audiomay be generated in conjunction with or instead by an audio processor(not shown).

The video and optionally the audio may be presented to a television 51.Where supported by the television, the video may be stereoscopic. Theaudio may be presented to a home cinema system 52 in one of a number offormats such as stereo, 5.1 surround sound or 7.1 surround sound. Videoand audio may likewise be presented to a head mounted display unit 53worn by a user 60.

Regarding peripherals, as noted above the system unit is provided withat least one hand-held controller 43 such as the DualShock 4®. Thiscontroller may be used to interact with user interfaces presented by thesystem unit that are associated with the operating system and/or aparticular game or application being run by the system unit. Illuminatedregions 431 may be provided on such controllers. The controller maycomprise motion sensors 432 to detect transverse movement along threeaxes and rotational movement around three axes, and wirelesscommunication means (such as Bluetooth®) to convey movement data to thesystem unit. Optionally such controls can also receive control data fromthe system unit to enact functions such as a rumble effect, or to changethe colour or brightness of the illuminated region, where these aresupported by the controller.

The user may also interact with the system unit using a video camera 41such as the PlayStation Eye®. This may provide monoscopic orstereoscopic video images to the system unit 10 via for example AV input31. Where these images capture some or all of the user, the user mayenact gestures, facial expressions or speech as appropriate to interactwith the currently presented user interface.

The system unit may also communicate with a portable entertainmentdevice 44. The portable entertainment device 44 will comprise its ownset of control inputs and audio/visual outputs. Consequently, in a‘remote play’ mode some or all of the portable entertainment device'sinputs may be relayed as inputs to the system unit 10, whilst videoand/or audio outputs from the system unit 10 may be relayed to theportable entertainment device for use with its own audio/visual outputs.Communication may be wireless (e.g. via Bluetooth® or Wi-Fi®) or via aUSB cable. During such remote play, the control inputs of the portableentertainment device 44 are used in place of those of the conventionaltwo-handed controller 43, and hence in this remote play mode theportable entertainment device 44 may be considered functionallyequivalent to a conventional two-handed controller 43 for the purposesof embodiments of the present invention.

Other peripherals that may interact with the system unit 10, via eitherwired or wireless means, include a keyboard 45, a mouse 46, a mediacontroller 47, and a headset 48. The headset may comprise one or twospeakers, and optionally a microphone.

Optionally, video may be conveyed to a head mounted display 53 such asthe Sony PSVR display. The head mounted display typically comprises twosmall display units respectively mounted in front of the user's eyes,optionally in conjunction with suitable optics to enable the user tofocus on the display units. Alternatively one or more display sourcesmay be mounted to the side of the user's head and operably coupled to alight guide to respectively present the or each displayed image to theuser's eyes. Alternatively, one or more display sources may be mountedabove the user's eyes and presented to the user via mirrors or halfmirrors. In this latter case the display source may be a mobile phone orportable entertainment device 44, optionally displaying a split screenoutput with left and right portions of the screen displaying respectiveimagery for the left and right eyes of the user. Their head mounteddisplay may comprise integrated headphones, or provide connectivity toheadphones. Similarly the mounted display may comprise an integratedmicrophone or provide connectivity to a microphone.

In operation, the entertainment device defaults to an operating systemsuch as a variant of FreeBSD 9.0. The operating system may run on theCPU 20A, the auxiliary processor 38, or a mixture of the two. Theoperating system provides the user with a graphical user interface suchas the PlayStation Dynamic Menu. The menu allows the user to accessoperating system features and to select games and optionally othercontent.

The OS typically provides a series of icons for the user to selectamongst, for example in the form of two parallel horizontal rows. Inthis example the content of the top row may be fixed and relate tooperating system features, whilst the bottom row may be at least in partdynamically assembled to relate to recent activities, such as providinglaunch icons for the most recently played or downloaded games.

The bottom row of the menu may show icons for recently played games,enabling quick access. Optionally selection of a game icon provides asummary of game progress and any relevant statistics, and whereappropriate information such as progress and commentary from friends whohave also played or are playing the game. Other information regardingthe game may also be provided such as details of recently appliedupdates, or links to downloadable content associated with the game thatis available in the online store.

The bottom row may also provide access to other media sources such as aweb browser, television and music media applications, and any livestreaming service provided by the entertainment device network.Additionally an icon may be provided to access the full library ofcontent on the device, such as games that have not been recently played.

The user interface of the operating system may also receive inputs fromspecific controls provided on peripherals, such as the conventionaltwo-handed controller 43. In particular, a button to switch between acurrently played game and the operating system interface may beprovided. Additionally a button may be provided to enable sharing of theplayer's activities with others; this may include taking a screenshot orrecording video of the current display, optionally together with audiofrom a user's headset. Such recordings may be uploaded to social mediahubs such as the entertainment device network, Twitch®, Facebook® andTwitter®.

Referring now additionally to FIGS. 2A and 2B, in an embodiment of thepresent invention an entertainment system 1 comprises a two-handedcontroller 43. Examples of such two-handed controllers include the Sony®DualShock 4®, and the Xbox One® controller. More generally, a two-handedcontroller will typically have has two handles and/or be ergonomicallydesigned to accommodate being held using two hands. Hence other examplesinclude the PlayStation Vita® (for example when being used in remoteplay mode) and the Nintendo Switch® in either controller-only orportable configurations. By contrast, one-handed controllers include thePlayStation Move® and the HTC Vive controller®, and more generally tendto be columnar and have their control inputs clustered along a singleprimary axis.

Meanwhile, two handed controllers tend to comprise correspondingcontrols in each of opposing halves of the controller. That is to say,they tend to be roughly symmetrical about a central line A-A between thehandles of the controller. The symmetry is typically physical, but mayonly be functional (e.g. if the joystick and key pad on one side areswapped, there is still functional symmetry).

Each side/half typically comprises a first input unit such as a joystick(433L,R), a joypad or set of directional buttons providing input in atleast two dimensions (up/down, left/right) and in the case of a joystickmay optionally be depressible, typically to actuate a button.

Each side/half typically also comprises a second input unit such as atrigger (434L,R) or similar pressure-sensitive button providing input inat least one dimension (e.g. as a function of the extent of trigger orbutton depression).

Preferably, the first input unit and the second input unit can beoperated simultaneously with the same hand (e.g. they are not bothergonomically positioned to be used by the same digit of the user'shand). Clearly a thumb controlled joystick and index-finger controlledtrigger would meet this criterion. It will be appreciated that thiscriterion is preferable but not essential (it would simply mean thatnavigating in three dimensions would be a slower, two-step process usingthe same digit for x,y and separately z axis control).

It will be appreciated therefore that each of the left and right halvesof the controller comprises inputs that are together capable ofnavigating within 3 dimensions, by virtue of the first input unit—whoseinputs can be interpreted to navigate the x,y plane, and the secondinput unit—whose inputs can be interpreted to navigate the z-axis.

Within the entertainment system 1, this interpretation is performed byan entertainment device (10) and comprising a receiver adapted toreceive control input signals from the two-handed controller (forexample a wired or wireless port, such as USB port 35, or Bluetooth®port 33).

The entertainment device, operating under suitable software instruction,is adapted to operate in a first mode where the received control inputsignals from the controller are interpreted according to an asymmetriccontrol assignment.

It will be understood that ‘asymmetric control assignment’ means that atleast one of the first input unit on each side and the second input uniton each side are interpreted as having a different or heterogenousfunction to its counterpart. Hence for example the joystick 433R on theright side of the controller may be used to change the player's x,yposition within the world (e.g. walk forwards/backwards and strafe leftor right) whilst the left joystick 433L is used to control a so-called‘mouselook’ direction of view, allowing the user to look around fromtheir current position. Alternatively or in addition, the trigger 434Ron the right side of the controller may be used for acceleration, whilstthe trigger 434L on the left side is used for a brake. Otherconfigurations will be apparent to the skilled person.

It will also be appreciated that the first mode may optionally occurwithin part of a game where independent control of two of the avatar'slimbs is not essential (for example when driving a car, or holding atwo-handed weapon such as a rifle or machine gun). Alternatively or inaddition, the first mode may be the default mode for the operatingsystem of the entertainment device, and the asymmetric controlassignment is the input map used for navigating within the OS.

The entertainment device, operating under suitable software instruction,is also adapted to operate in a second mode where control input signalsfrom the first and second controls for a respective half of thecontroller are used to control the position of a respective virtual limbin three dimensions within a virtual environment provided by theentertainment device.

Hence for all or part of a game where independent control of two of theavatar's limbs is desired, the first and second input units on the leftside of the controller (433L, 434L) may be used to control the positionof a first limb in three dimensions (x,y, and z respectively), whilstthe first and second input units on the right side of the controller(433R, 434R) may be used to control the position of a second limb inthree dimensions (x,y, and z respectively).

The avatar's limbs will typically be arms and the right arm willcorrespond with the controls on the right side whilst the left arm willcorrespond with the controls on the left side (enabling a naturalreplication of movement of the user's arms) but the limbs are notlimited to this, depending on the avatar and/or in game situation; hencefor example the limbs may be tentacles, or may be legs.

Typically, the second mode of input is used to control an end point ofeach respective limb (e.g a notional hand position or tentacle tip). Theentertainment device may then display the limb with appropriatearticulation to position the end point at the currently controlledposition.

The extent of movement of a respectively controlled limb may be at agame designer's discretion. Hence for example one may take a notionalcircle of maximum reach for a limb in the x,y plane, and map the maximumtravel of the joystick to this reach. The user is then able to navigatewithin this circle by proportionate use of the joystick. Alternativelyor in addition, if the user pushes the joystick to its maximum travel ina given direction, the avatar may be arranged to rotate or move in thatdirection, thus extending the reach of the limb in the chosen directionwithout the need to drop out of the second mode into a differentnavigation or input mode.

Meanwhile, a trigger button typically defaults to a distal position fromthe user, by virtue of a spring or other resilience mechanism, so thatthe trigger is actuated by the index finger pulling towards the user.Hence in an embodiment of the present invention, the limb is at itsmaximum z-axis extent when the trigger has not been activated/is atrest, and squeezing the trigger draws the limb back in to its minimumextent proportional to the degree of activation (squeezing).

It will be appreciated that the actual depth or extent of the limb inthe z-axis may also change as a function of the x, y axis; a limb thatis notionally anchored to the avatar's body has a fixed length and hencerepresents a vector comprising x, y and z components. Consequently theextent of the z-axis position may be reduced when the limb is alsoextended in the x and/or y direction.

It will be appreciated from the description above, and elsewhere herein,that ‘asymmetric control assignment’ means that corresponding controlsin each corresponding half of the controller have different functions.Notably, this is not the same as saying that corresponding controls ineach half have the same function, but applied to different objects.

Hence when using an input mode with asymmetric control assignment, evenif a game lets a user control a first virtual limb using one half of thecontroller , the user could not control another virtual limb in the sameway using the other half of the controller, because the controlassignment is asymmetric (i.e. the type of control assigned to theleft-hand joystick is not the same as the type of control assigned tothe right hand joystick, so equivalent control of two limbs using thesame actions on the left and right halves of the joystick would not bepossible).

An example of a typical asymmetric control assignment would have grossmovement of a character controlled by the joystick 433L, and theviewpoint controlled by joystick 433R, for example. Meanwhile triggerbuttons 434R, L may respectively control attack and defence actions, oracceleration/braking etc.

Meanwhile in the claimed second mode, one half of the controller is usedto control a first limb, whilst the other half of the controller is usedto control a second limb (as described previously herein). As such, bothhalves now operate in the same manner to each control a respective limb.

In this way, the system interprets inputs from the controller as aconventional controller with asymmetric control assignment in the firstmode, whilst in the second mode interpreting inputs from at least firstand second controls in respective halves the controller as symmetricinputs, in a manner similar to receiving inputs from two parallel singlehanded controllers such as the PlayStation Move.

Variant Embodiments

In a first variant embodiment, it will be appreciated that whilst thejoysticks (433L,R) provide two-dimensional input, they are not the onlyinputs available on some controllers that may fulfil this function. Forexample, the Dual Shock 4® provides a touch sensitive surface 435 thatspans the A-A centre line.

In the first mode, this touch sensitive surface operates as a singlesurface and hence its inputs are asymmetric, in that a touch 25% of theway across the touch surface is interpreted differently to a touch 75%of the way across the top surface. However in the second mode the touchsensitive surface operates as two separate half-sized surfaces boundedby the A-A centre line; that is to say inputs to each half of thesurface are treated as having a maximum left and right extent bounded bythe left or right physical edge of the surface and the A-A centre line.Consequently the half sized surfaces so created are functionallysymmetric, with a touch 25% of the way across the full touch surfacebeing interpreted the same as a touch 75% of the way across the fulltouch surface, because these positions are now interpreted as being inthe centres of respective half-sized touch surfaces.

Hence the user can move their left thumb or finger over the left half ofthe touch surface, and the right thumb or finger over the right half ofthe touch surface to provide an x, y input in a manner analogous to theuse of their thumbs to move the left and right joysticks.

An advantage of this variant embodiment is that the joysticks can stillbe used in the first mode/conventional manner, so that the user canrapidly swap between normal game functions and independent control oftheir avatar's limbs by swapping from the joysticks to the touchsurface.

Optionally, the triggers (434L,R) may also operate in the first mode/aconventional manner until separate touches are detected on each half ofthe touch sensor, indicating a desire to operate in the second mode; atthis point inputs from the triggers are instead interpreted as z axiscontrol inputs in the second mode instead of for example firing a gun orapplying car brakes in the first mode. Breaking contact with the touchsensor, or resuming control with the joysticks, may then be used toindicate a desire to revert to the first mode, after which the triggersare again interpreted by the entertainment device according to theirprevious function in the first mode.

In this way, conventional play using an asymmetric control assignment inthe first mode can easily accommodate independent limb control of theavatar in the second mode at the user's instigation, but without theneed for pressing a dedicated button or selecting a menu option; insteadthere is a simple and intuitive movement from the joysticks (e.g. usedfor navigation to an item) to the touch surface (e.g. used forinteraction with this item) and back again, with the apparent functionsof the triggers changing according to mode.

In another variant embodiment, it will be appreciated that thecontroller comprises one or more motion detectors 432 (e.g.accelerometers and/or gyroscopes) that are capable of detecting motionin the x, y and z directions. Hence the sensors in the x, y directionscome operable as the first control equivalent to the joystick 433L, R orrespective halves of the touch sensor 45, and the sense in thisdirection becomes operable as the second control equivalent to thetrigger in other embodiments.

However, there is the problem that these are housed within the rigidbody of the controller and hence it is not straightforward to isolateindependent left and right limb control.

Accordingly, in a variant embodiment, in the second mode the left andright triggers are used to indicate which of the two limbs arecontrolled by the detected motion of the controller, allowing alternatecontrol of movement of the limbs. Alternatively in the second mode theyaw of the controller (its rotation about a perpendicular axis) may beused to indicate which of the left and right limbs are to be controlledby movement in the x, y and z directions. Hence twisting the controllerso that the left shoulder (the area near the left trigger button) is infront of the right shoulder (the area near the right trigger button)will indicate control of the left limb, and vice versa.

In another variant embodiment, the joysticks, joypads or equivalentlythe respective halves of the touch surface are used to provide the x, yinput as per previous embodiments herein, but the z-axis input isprovided by motion detection. This addresses the potential problem thatwhen using the triggers, the avatar's limbs will default fault to themaximum extent when the triggers are at rest; use of motion detectionallows z-axis movement from the current position of the controller to becaptured, and thus allows a more natural initial default position forthe avatar's limbs. Again, the motion detection can be assigned to oneor other of the limbs by using the left or right triggers or yaw.

The issue of assigning movements based on inputs from the motiondetector(s) in the rigid controller to a particular limb may beaddressed using various strategies. Firstly they may be assignedexplicitly, for example using a respective trigger button, otherbuttons, or yaw as described previously herein; secondly they may beassigned to both limbs to an equal extent (where motion detection isonly used for the z-axis, independent x, y inputs can still be providedusing the techniques described herein)—this can be useful to ensure bothhands reach an object at the same time, and/or thirdly such movementscan be assigned to the currently moving limb, although the most recentlyexplicitly controlled, or the limb closest to a predetermined targetobject, or the limb holding a predetermined target object, until analternative limb is specified.

In another variant embodiment, it will be appreciated that the overallentertainment system 1 can comprise a video camera 41 operably coupledto the entertainment device 10. Meanwhile the controller 43 may comprisea light source 431.

Consequently motion of the light source within an image captured by thevideo camera may provide and x,y input for one or both limbs, with theassignment of motion to one or both limbs following one or more of thestrategies described previously herein. In principle, alternatively orin addition the light source can be used to determine motion in thez-axis depending upon relative size of the image. Again the assignmentof this motion to one or both limbs can follow one or more thestrategies described previously herein.

SUMMARY

In a summary embodiment of the present invention, an entertainmentsystem (1) comprises a two-handed controller (43) such as a Dual Shock4® controller in turn comprises corresponding controls in each ofopposing halves of the controller (e.g. left and right halves asapparent during normal use). A first of the corresponding controls(433L,R) in each half provides input in at least two dimensions;examples include a joystick, joypad or equivalent, or a respective halfof a touch sensitive surface (435), or a motion detector (432) whoseinput is temporarily assigned as a left or right input. A second of thecorresponding controls (434L,R) in each half provides input in at leastone dimension; examples include a pressure sensitive trigger, or amotion detector whose input is temporarily assigned as a left or rightinput.

The entertainment system also comprises an entertainment device (10), inturn comprising a receiver (33, 34, 35) (for example a Bluetooth®, USBor other wireless input port) adapted to receive control input signalsfrom the two-handed controller, and the entertainment device is adapted(for example by software instruction) to operate in a first mode wherethe received control input signals from the controller are interpretedaccording to an asymmetric control assignment.

This first mode may be used during navigation of the operating system ofthe entertainment device and/or during interactions part of a videogame.It will be appreciated that different asymmetric control assignments maybe used for the operating system and the videogame.

The entertainment device is similarly adapted to also operate in asecond mode where control input signals from the first and secondcontrols for a respective half of the controller are used to control theposition of a respective virtual limb in three dimensions within avirtual environment provided by the entertainment device. The virtualenvironment is typically but not necessarily part of a videogame; forexample a virtual environment may be part of a 3D sculpting application.

As is noted previously herein, for inputs that respond to gross movementof the controller such as motion detectors or the results of imageanalysis of a scene comprising the controller, these inputs may betreated as corresponding to a respective half of the controller based onone or more assignment strategies.

In an instance of this summary embodiment, the first of thecorresponding controls in each half is one selected from the listconsisting of a joystick (or equivalently a joypad) (433L,R) in arespective half of the controller; and a respective part of a touchsensitive panel (435) that occupies part of each opposing half of thecontroller.

In an instance of this summary embodiment, the second of thecorresponding controls in each half is a pressure sensitive triggerbutton (434L,R) in a respective half of the controller.

In an instance of this summary embodiment, the second of thecorresponding controls in each half is motion detector (432). Asdescribed previously herein, the motion detector may be assigned torespective halves or both halves by a number of strategies.

In this case, motion of the controller detected by the motion detectormay be translated to motion in a depth axis for both limbs to an equalextent. Alternatively, motion of the controller detected by the motiondetector may be translated to motion in a depth axis for the limb whoseposition is currently or was most recently controlled.

In an instance of the summary embodiment, the second of thecorresponding controls in each half is a light on the controller,operable to be detected in analysis by the entertainment device of avideo image capturing an image of the controller to detect motion of thelight. As described previously herein, an input determined from theposition position of the light within the image may be assigned torespective halves or both halves by a number of strategies.

In this case, motion of the light detected by the entertainment devicemay be translated to motion in a depth axis for both limbs to an equalextent. Alternatively, motion of the light detected by the entertainmentdevice may be translated to motion in a depth axis for the limb whoseposition is currently or was most recently controlled.

Turning now to FIG. 3, in a summary embodiment of the present invention,an input method comprises:

-   -   in a first step s110, providing a two-handed controller        comprising corresponding controls in each of opposing halves of        the controller, where a first of the corresponding controls in        each half providing input in at least two dimensions and a        second of the corresponding controls in each half providing        input in at least one dimension;    -   in a second step s120, receiving at an entertainment device        control input signals from the two-handed controller;    -   in a third step s130, operating in a first mode where the        received control input signals from the controller are        interpreted according to an asymmetric control assignment; and    -   in a fourth step s140, operating in a second mode where control        input signals from the first and second controls for a        respective half of the controller are used to control the        position of a respective virtual limb in three dimensions within        a virtual environment provided by the entertainment device.

It will be apparent to a person skilled in the art that variations inthe above method corresponding to operation of the various embodimentsof the apparatus as described and claimed herein are considered withinthe scope of the present invention, including but not limited to:

-   -   the first of the corresponding controls in each half been one        selected from the list consisting of a joystick in a respective        half of the controller, and a respective part of a touch        sensitive panel that occupies part of each opposing half of the        controller;    -   the second of the corresponding controls in each half been a        pressure sensitive trigger button in a respective half of the        controller;    -   the second of the corresponding controls in each half being an        accelerometer; and    -   the second of the corresponding controls in each half is a light        on the controller, operable to be detected in analysis by the        entertainment device of a video image capturing an image of the        controller to detect motion of the light.

It will be appreciated that the above methods may be carried out onconventional hardware suitably adapted as applicable by softwareinstruction or by the inclusion or substitution of dedicated hardware.

Thus the required adaptation to existing parts of a conventionalequivalent device may be implemented in the form of a computer programproduct comprising processor implementable instructions stored on anon-transitory machine-readable medium such as a floppy disk, opticaldisk, hard disk, PROM, RAM, flash memory or any combination of these orother storage media, or realised in hardware as an ASIC (applicationspecific integrated circuit) or an FPGA (field programmable gate array)or other configurable circuit suitable to use in adapting theconventional equivalent device. Separately, such a computer program maybe transmitted via data signals on a network such as an Ethernet, awireless network, the Internet, or any combination of these or othernetworks.

1. An entertainment system (1) comprising a two-handed controller(43)comprising corresponding controls in each of opposing halves of thecontroller, a first of the corresponding controls (433L,R) in each halfproviding input in at least two dimensions and a second of thecorresponding controls (434L,R) in each half providing input in at leastone dimension; and an entertainment device (10) comprising a receiver(33, 34, 35) adapted to receive control input signals from thetwo-handed controller, and adapted to operate in a first mode where thereceived control input signals from the controller are interpretedaccording to an asymmetric control assignment, and to operate in asecond mode where control input signals from the first and secondcontrols for a respective half of the controller are used to control theposition of a respective virtual limb in three dimensions within avirtual environment provided by the entertainment device.
 2. Anentertainment system according to claim 1 in which the first of thecorresponding controls in each half is one selected from the listconsisting of i. a joystick in a respective half of the controller; andii. a respective part of a touch sensitive panel that occupies part ofeach opposing half of the controller.
 3. An entertainment systemaccording to claim 1 in which the second of the corresponding controlsin each half is a pressure sensitive trigger button in a respective halfof the controller.
 4. An entertainment system according to claim 1, inwhich the second of the corresponding controls in each half is motiondetector.
 5. An entertainment system according to claim 4 in whichmotion of the controller detected by the motion detector is translatedto motion in a depth axis for both limbs to an equal extent.
 6. Anentertainment system according to claim 4 in which motion of thecontroller detected by the motion detector is translated to motion in adepth axis for the limb whose position is currently or was most recentlycontrolled.
 7. An entertainment system according to claim 1, in whichthe second of the corresponding controls in each half is a light on thecontroller, operable to be detected in analysis by the entertainmentdevice of a video image capturing an image of the controller to detectmotion of the light.
 8. An entertainment system according to claim 7 inwhich motion of the light detected by the entertainment device istranslated to motion in a depth axis for both limbs to an equal extent.9. An entertainment system according to claim 7 in which motion of thelight detected by the entertainment device is translated to motion in adepth axis for the limb whose position is currently or was most recentlycontrolled.
 10. An input method, comprising providing a two-handedcontroller comprising corresponding controls in each of opposing halvesof the controller, a first of the corresponding controls in each halfproviding input in at least two dimensions and a second of thecorresponding controls in each half providing input in at least onedimension; and receiving at an entertainment device control inputsignals from the two-handed controller, and operating in a first modewhere the received control input signals from the controller areinterpreted according to an asymmetric control assignment, and operatingin a second mode where control input signals from the first and secondcontrols for a respective half of the controller are used to control theposition of a respective virtual limb in three dimensions within avirtual environment provided by the entertainment device.
 11. An inputmethod according to claim 10, in which the first of the correspondingcontrols in each half is one selected from the list consisting of i. ajoystick in a respective half of the controller; and ii. a respectivepart of a touch sensitive panel that occupies part of each opposing halfof the controller.
 12. An input method according to claim 10, in whichthe second of the corresponding controls in each half is a pressuresensitive trigger button in a respective half of the controller.
 13. Aninput method according to claim 10, in which the second of thecorresponding controls in each half is an accelerometer.
 14. An inputmethod according to claim 10, in which the second of the correspondingcontrols in each half is a light on the controller, operable to bedetected in analysis by the entertainment device of a video imagecapturing an image of the controller to detect motion of the light. 15.A non-transitory, computer readable storage medium containing a computerprogram, which when executed by a computer, causes the computer toexecute an input method, by carrying out actions, comprising: providinga two-handed controller comprising corresponding controls in each ofopposing halves of the controller, a first of the corresponding controlsin each half providing input in at least two dimensions and a second ofthe corresponding controls in each half providing input in at least onedimension; and receiving at an entertainment device control inputsignals from the two-handed controller, and operating in a first modewhere the received control input signals from the controller areinterpreted according to an asymmetric control assignment, and operatingin a second mode where control input signals from the first and secondcontrols for a respective half of the controller are used to control theposition of a respective virtual limb in three dimensions within avirtual environment provided by the entertainment device.